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Santosa, Made Hery; Harismayanti, Intania; Putra, I Nyoman Adi Jaya – TESL-EJ, 2022
Diffusion of digital literacy and technological practices in 21st-century learning has become a constructive force in EFL classrooms in North Bali, Indonesia. To align this, the study aimed at developing a gamification handbook in English teaching and learning. The study was carried out with 15 secondary students and 10 English teachers in North…
Descriptors: Technology Uses in Education, Game Based Learning, English (Second Language), Second Language Learning
Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning

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